[][src]Trait sim::GetDrawAgents

pub trait GetDrawAgents {
    fn time(&self) -> Time;
fn step_count(&self) -> usize;
fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>;
fn get_draw_ped(
        &self,
        id: PedestrianID,
        map: &Map
    ) -> Option<DrawPedestrianInput>;
fn get_draw_cars(&self, on: Traversable, map: &Map) -> Vec<DrawCarInput>;
fn get_draw_peds(
        &self,
        on: Traversable,
        map: &Map
    ) -> (Vec<DrawPedestrianInput>, Vec<DrawPedCrowdInput>);
fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>;
fn get_all_draw_peds(&self, map: &Map) -> Vec<DrawPedestrianInput>;
fn get_unzoomed_agents(&self, map: &Map) -> Vec<UnzoomedAgent>; }

Required methods

fn time(&self) -> Time

fn step_count(&self) -> usize

Every time the time changes, this should increase. For smoothly animating stuff.

fn get_draw_car(&self, id: CarID, map: &Map) -> Option<DrawCarInput>

fn get_draw_ped(
    &self,
    id: PedestrianID,
    map: &Map
) -> Option<DrawPedestrianInput>

fn get_draw_cars(&self, on: Traversable, map: &Map) -> Vec<DrawCarInput>

fn get_draw_peds(
    &self,
    on: Traversable,
    map: &Map
) -> (Vec<DrawPedestrianInput>, Vec<DrawPedCrowdInput>)

fn get_all_draw_cars(&self, map: &Map) -> Vec<DrawCarInput>

fn get_all_draw_peds(&self, map: &Map) -> Vec<DrawPedestrianInput>

fn get_unzoomed_agents(&self, map: &Map) -> Vec<UnzoomedAgent>

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Implementors

impl GetDrawAgents for DontDrawAgents[src]

impl GetDrawAgents for Sim[src]

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